1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
|
// BEGIN_COPYRIGHT -*- glean -*-
//
// Copyright (C) 1999 Allen Akin All Rights Reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the "Software"), to deal in the Software without
// restriction, including without limitation the rights to use,
// copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following
// conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the
// Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY
// KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
// PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL ALLEN AKIN BE
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
// AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
// OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//
// END_COPYRIGHT
// ttexgen.cpp: Basic test of GL texture coordinate generation.
// This test does a basic test of the glTexGen functions, including
// object_linear, eye_linear, and sphere_map. We use the Sphere3D with
// a GeomRenderer to draw a sphere, and map a check texture onto it. We
// use an ortho projection to keep it simple. The result should be a 1:1
// mapping of the check texture for all three modes (sphere map maps 1:1
// because mapping it onto a sphere inverts the spheremap math).
//
// Note that accuracy issues might cause this test to fail if the
// texcoords near the center are a little warped; I've specifically tried
// to keep the matrices as "pure" as possible (no rotations) to
// keep the numerical precision high. So far it seems to work fine.
// Introducing a rotation by 90 degrees about the x axis resulted,
// on one driver, in a warping at the center of the sphere which caused
// the test to fail.
//
// For the second test of the three, we offset the texture by 0.5,
// so that each test's rendering is visually distinct from the
// previous.
//
// To test for pass/fail we examine the color buffer for red and blue,
// (the check colors) in the appropriate places.
//
// Author: Brian Sharp (brian@maniacal.org) December 2000
#include "ttexgen.h"
#include <stdio.h>
#include "geomutil.h"
const GLuint viewSize=50;
namespace GLEAN {
void
TexgenTest::FailMessage(BasicResult &r, const std::string& texgenMode,
GeomRenderer::DrawMethod method, bool arraysCompiled,
int retainedMode,
const std::string& colorMismatch) const {
env->log << name << ": FAIL "
<< r.config->conciseDescription() << '\n';
env->log << "\t" << "during mode " << texgenMode << ", ";
switch(method)
{
case GeomRenderer::GLVERTEX_MODE: env->log << "glVertex-style rendering, "; break;
case GeomRenderer::GLARRAYELEMENT_MODE: env->log << "glArrayElement-style rendering, "; break;
case GeomRenderer::GLDRAWELEMENTS_MODE: env->log << "glDrawElements-style rendering, "; break;
case GeomRenderer::GLDRAWARRAYS_MODE: env->log << "glDrawArrays-style rendering, "; break;
}
if (arraysCompiled) env->log << "arrays locked, ";
else env->log << "arrays not locked, ";
if (retainedMode) env->log << "built into a display list, ";
else env->log << "called immediately (not display listed), ";
env->log << colorMismatch << std::endl;
}
bool
TexgenTest::compareColors(GLfloat* color0, GLfloat* color1, std::string& failureInfo) const {
// Compare the colors; fail and report why if they don't match.
if (color0[0] != color1[0] || color0[1] != color1[1] || color0[2] != color1[2])
{
// Assemble the error message into a C-string, then hand it back in the string.
char failureOut[1024];
sprintf(failureOut, "expected [%f,%f,%f], read back [%f,%f,%f]",
color0[0], color0[1], color0[2],
color1[0], color1[1], color1[2]);
failureInfo = std::string(failureOut);
return false;
}
return true;
}
bool
TexgenTest::verifyCheckers(GLfloat* pixels, GLfloat* upperLeftColor, GLfloat* upperRightColor, std::string& failureInfo) const {
// My loop control variable, since gcc and MSVC do things differently.
GLint samp;
// It's a viewSize x viewSize pixel block; since we drew a sphere that doesn't quite touch the
// edges, we need to be careful not to sample from what should be background.
// These pairs are hand-picked coordinates on the image that fall on the bottom-left quadrant
// of the sphere.
// XXX FIX ME: these sample coordinates assume that viewSize == 50.
GLuint samples[6][2] = {{13,13}, {4,22}, {22,4}, {20,20}, {20,10}, {10,20}};
// Run through those sample points in the bottom-left corner and make sure they're all the right color.
for (samp=0; samp<6; samp++)
{
GLuint sampleOffset = (samples[samp][0] + (viewSize*samples[samp][1]))*3;
if (!compareColors(upperRightColor, pixels + sampleOffset, failureInfo))
{
return false;
}
}
// Run through those sample points in the bottom-right corner and make sure they're all the right color.
// Note the "viewSize - samples[samp][0]" to flip it to the bottom-right quadrant.
for (samp=0; samp<6; samp++)
{
GLuint sampleOffset = ((viewSize - samples[samp][0]) + (viewSize*samples[samp][1]))*3;
if (!compareColors(upperLeftColor, pixels + sampleOffset, failureInfo))
{
return false;
}
}
// Run through those sample points in the upper-right corner and make sure they're all the right color.
for (samp=0; samp<6; samp++)
{
GLuint sampleOffset = ((viewSize - samples[samp][0]) + (viewSize*(viewSize - samples[samp][1])))*3;
if (!compareColors(upperRightColor, pixels + sampleOffset, failureInfo))
{
return false;
}
}
// Run through those sample points in the upper-left corner and make sure they're all the right color.
for (samp=0; samp<6; samp++)
{
GLuint sampleOffset = (samples[samp][0] + (viewSize*(viewSize - samples[samp][1])))*3;
if (!compareColors(upperLeftColor, pixels + sampleOffset, failureInfo))
{
return false;
}
}
return true;
}
///////////////////////////////////////////////////////////////////////////////
// runOne: Run a single test case
///////////////////////////////////////////////////////////////////////////////
void
TexgenTest::runOne(BasicResult& r, Window&) {
// Temporary buffer to store pixels we've read back for verification.
GLfloat pixels[50*50*3];
// Colors for matching against when we readback pixels.
GLfloat matchBlue[3] = {0,0,1};
GLfloat matchRed[3] = {1,0,0};
// A sphere to draw.
Sphere3D theSphere(9.9, 32, 16);
// A GeomRenderer to draw it with.
GeomRenderer sphereRenderer;
sphereRenderer.setDrawMethod(GeomRenderer::GLVERTEX_MODE);
sphereRenderer.setParameterBits(GeomRenderer::NORMAL_BIT);
sphereRenderer.setVArrayIndices(theSphere.getNumIndices(),GL_UNSIGNED_INT,theSphere.getIndices());
sphereRenderer.setVertexPointer(theSphere.getNumVertices(), 3, GL_FLOAT, 0, theSphere.getVertices());
sphereRenderer.setNormalPointer(GL_FLOAT, 0, theSphere.getNormals());
// draw the sphere in a 50x50 pixel window for some precision.
glViewport(0, 0, 50, 50);
// Basic GL setup.
glDisable(GL_DITHER);
glEnable(GL_CULL_FACE);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glColor3f(1,1,1);
// Setup the projection.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-10,10,-10,10,-10,10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Set up our texture.
glEnable(GL_TEXTURE_2D);
GLuint checkerTextureHandle;
glGenTextures(1, &checkerTextureHandle);
glBindTexture(GL_TEXTURE_2D, checkerTextureHandle);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
// Make a little checker texture.
unsigned char redBlueCheck[256*256*3];
for (int x=0; x<256; x++)
{
for (int y=0; y<256; y++)
{
bool xPastHalf = x >= 128;
bool yPastHalf = y >= 128;
redBlueCheck[(x+(256*y))*3 + 0] = ((xPastHalf && yPastHalf) || (!xPastHalf && !yPastHalf)) ? 255 : 0;
redBlueCheck[(x+(256*y))*3 + 1] = 0;
redBlueCheck[(x+(256*y))*3 + 2] = ((xPastHalf && !yPastHalf) || (!xPastHalf && yPastHalf)) ? 255 : 0;
}
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB,
GL_UNSIGNED_BYTE, redBlueCheck);
// Setup our arrays of configuration info; we loop over the rendering pass a number of times,
// using a different GL primitive path each time.
GeomRenderer::DrawMethod drawMethods[] = {GeomRenderer::GLVERTEX_MODE, GeomRenderer::GLARRAYELEMENT_MODE,
GeomRenderer::GLDRAWELEMENTS_MODE, GeomRenderer::GLARRAYELEMENT_MODE,
GeomRenderer::GLDRAWELEMENTS_MODE};
bool arraysCompiled[] = {false, false, false, true, true};
// Iterate once for all immediate mode styles, then once for retained mode styles.
for (int retainedMode=0; retainedMode<2; retainedMode++)
{
for (int testIteration=0; testIteration<5; testIteration++)
{
sphereRenderer.setDrawMethod(drawMethods[testIteration]);
if (!sphereRenderer.setArraysCompiled(arraysCompiled[testIteration]))
{
// We don't have the extension... not sure what we should do.
// May as well just keep going, it's no big deal (it should still
// yield correct results, of course, it's just redundant).
}
// GL_SPHERE_MAP: with spheremap, the UL corner is blue
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
renderSphere(retainedMode, sphereRenderer);
glReadPixels(0,0,50,50, GL_RGB, GL_FLOAT, pixels);
// Validate it.
std::string sphereMapResult;
if (!verifyCheckers(pixels, matchBlue, matchRed, sphereMapResult))
{
FailMessage(r, std::string("GL_SPHERE_MAP"), drawMethods[testIteration],
arraysCompiled[testIteration], retainedMode, sphereMapResult);
r.pass = false;
glDeleteTextures(1, &checkerTextureHandle);
return;
}
// GL_OBJECT_LINEAR: with object linear and the below planes, the UL corner is red.
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
float sObjPlane[4] = {0,0.05,0,1.5}; // We flip the checker by setting W to 1.5 (phases by half a period)
float tObjPlane[4] = {0.05,0,0,1};
glTexGenfv(GL_S, GL_OBJECT_PLANE, sObjPlane);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tObjPlane);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
renderSphere(retainedMode, sphereRenderer);
glReadPixels(0,0,50,50, GL_RGB, GL_FLOAT, pixels);
// Validate it.
std::string objectLinearResult;
if (!verifyCheckers(pixels, matchRed, matchBlue, objectLinearResult))
{
FailMessage(r, std::string("GL_OBJECT_LINEAR"), drawMethods[testIteration],
arraysCompiled[testIteration], retainedMode, objectLinearResult);
r.pass = false;
glDeleteTextures(1, &checkerTextureHandle);
return;
}
// GL_EYE_LINEAR: with eye linear and the below planes, the UL corner is blue.
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
float sEyePlane[4] = {0,0.05,0,1};
float tEyePlane[4] = {0.05,0,0,1};
glTexGenfv(GL_S, GL_EYE_PLANE, sEyePlane);
glTexGenfv(GL_T, GL_EYE_PLANE, tEyePlane);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
renderSphere(retainedMode, sphereRenderer);
glReadPixels(0,0,50,50, GL_RGB, GL_FLOAT, pixels);
// Validate it.
std::string eyeLinearResult;
if (!verifyCheckers(pixels, matchBlue, matchRed, eyeLinearResult))
{
FailMessage(r, std::string("GL_EYE_LINEAR"), drawMethods[testIteration],
arraysCompiled[testIteration], retainedMode, eyeLinearResult);
r.pass = false;
glDeleteTextures(1, &checkerTextureHandle);
return;
}
}
}
// success
r.pass = true;
} // TexgenTest::runOne
///////////////////////////////////////////////////////////////////////////////
// logOne: Log a single test case
///////////////////////////////////////////////////////////////////////////////
void
TexgenTest::logOne(BasicResult& r) {
if (r.pass) {
logPassFail(r);
logConcise(r);
}
} // TexgenTest::logOne
void
TexgenTest::renderSphere(int retainedMode, GeomRenderer& sphereRenderer)
{
bool result;
if (retainedMode)
{
GLint displayList;
result = sphereRenderer.generateDisplayList(GL_TRIANGLES, displayList);
assert(result);
glCallList(displayList);
glDeleteLists(displayList, 1);
}
else
{
result = sphereRenderer.renderPrimitives(GL_TRIANGLES);
assert(result);
}
} // TexgenTest::renderSphere
///////////////////////////////////////////////////////////////////////////////
// The test object itself:
///////////////////////////////////////////////////////////////////////////////
TexgenTest texgenTest("texgen", "window, rgb",
"This test verifies that the three basic OpenGL texture coordinate\n"
"modes: object_linear, eye_linear, and sphere_map, work for a simple\n"
"case.\n");
} // namespace GLEAN
|